An Item a day

Amulet of Preservation
This copper medallion preserves the body of a dead creature or an undead creature so that it does not decay or wither. If a creature is slain while wearing this medallion, its corpse does not age and can be resurrected decades or centuries after the creatures life force has been snuffed out. This medallion is very popular with liches and vampires, as those that wear it do not appear to have wrinkled skin or the foul odor that is recognized as the scent of death.

Mild Necromancy; CL 3rd; Craft Wondrous Item, Gentle Repose, Price 15,000gp, Weight 1 pound
 
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Thursdays' Magical Item

Feline Paws
This is a set of gloves and boots. When worn the wearer gains a +4 bonus to their Dexterity, a +10 bonus on Jump checks and has the ability to fall up to 60 feet without taking any damage from the fall. If the wearer falls more that 60 feet, they may make a Reflex save where the DC is equal to 15 +1/10 feet beyond 60 feet (DC 16 for falling 70 feet). If the character successfully makes the Reflex save, the character only takes no damage from the fall. If the character fails their save, they take only half the damage from the fall. The character must be wearing the entire set (both gloves and both boots) in order to gain all these benefits.

Mild Transmutation; CL 3rd; Craft Wondrous Item, Cat’s Grace, Feather Fall, Jump, Price 72,000gp
 
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Here's One for Friday

Mordenkainen’s Magnificent Portal
This is a wooden portal that allows its user to step through it and emerge into an extradimensional mansion. The portal can shrink and expand as its user desires. The smallest the portal can get is the size of a deck of playing cards. When the user wishes to have access to the mansion, they must put the portal on the ground and one side of the portal must be up against a wall or wall-like surface (a tree for example). After a command word is spoken the portal will expand to the size of a door capable of allowing its user to enter the mansion. The user can allow other people to enter the mansion but must designate them at the time of speaking the command word for the items use. When the user and the people designated to enter the mansion are inside, the user can then speak the command word again and portal will become invisible to everyone on the outside of the portal. The floor plan of the mansion must be designated at the time of the portals creation and never changes.

Strong Conjuration; CL 13; Craft Wondrous Item, Mordenkainen’s Magnificent Mansion, Price 91,000gp
 
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Ring of Justice

This ring has a very special quality to it. It adds a +5 armor bonus and a +5 attack bonus. The wearer gains the ability to turn undead once a day. If ring is lost, It will come back to the owner. If sold, it will never return to your invetory. It is a very powerful ring.
 

Staff of Virtue
Obedience in Truth or Silence
This perfectly straight piece of wood is caped with matched bands of iron. Simple but flawless this staff is only obvious to a trained observer or craftsman. The staff was created by the head of an abbey of the strictest order of monks. He never used it, as the loyalty and training of is order did not allow his pupils to disobey him. The Staff now compels each of the effects once commanded by this order, obedience in truth or silence. If the campaign allows this item was never formally enchanted, just achieved its power through sympathic magic. The Order was overrun by demons, and without holy weapons the monks were beaten. Many escaped however, bearing with them the treasures of the monastery. The Abbots staff was nearly useless to most of the monks and the brother that carried it was lost to obscurity. The staff lies waiting in some dangerous warren, or perhaps it has been seized by a Priest of evil and its powers of Law will be bent to evil ends.

+1/m.w. staff counts as a lawful weapon, only to overcome DR.
Greater Command (2 ch)
Silence
Zone of Truth
Base Value 36000
750x5x9/2 =16875+750x2x9x.75=10125+750x2x9x.5 = 6750 +2600 = 36000 rounded

Notes: This staff was created based on recent discussion of staves, they work best if used at most 1 per battle, and with spells not normally chosen. All spells must have level dependant effects or a least require a save. The lawful vs DR is free as it is amazing useless
 

The poor mans helper

This vest appears to be ragged and non-descript. When donned it makes the wearer appear poor and harmless unless they do something that would break this illusion. Basically the viewer must make a DC 14 will save or believe the wearer to be harmless and poor and do what they could to help. If the viewer is evil, they may attempt to swindle the wearer, but if they are good, they would probably at least offer a nights stay or a little food to the wearer. Goblins love these items, as they can often get a sneak attack off before fleeing.
If the wearer commits an act of violence, the viewer recieves a +6 bonus to their will save.
 

Soyrnn's Silent Ram

(This is a magic item one of the PCs in my campaign made to facilitate dungeon B&E.)

This magical portable ram grants a +12 circumstance bonus to Strength checks used to break down doors and similar objects (in addition to the automatic +2 aid another bonus when used by two people). Three times per day it can cast silence (CL 5), centered on the ram.
 

Every-flavor Beans, Endless bag of

This magic item is a small bag with 5d20 jellybeans inside. However, each time a jellybean is removed, the bag automatically conjures another one. Beans that are removed from the bag vanish in one hour, so the beans cannot be stored. If all jellybeans are removed (by turning the bag inside-out), the bag becomes inert until at least 50 jellybeans are placed into the bag.

Each jellybean is of a random flavor. All flavors in the multiverse, from ambrosia to cowpat, are included in the bag. There is no practical way to know what flavor a bean is without actually tasting it, although sometimes the color of the bean will give you a hint. Whatever the flavor, the jellybeans are harmless (the taste is just a figment), and even the most vicious-tasting jellybean is just a friendly joke. Every-flavored beans do not provide any nourishment, nor do they assuage hunger. You may eat thousands of jellybeans if you want, but one hour later you will be just as empty-stomached as before.


Every-flavor Beans, blessed:

There is a 10% chance that a randomly discovered Bag of Every-flavor Beans is of the blessed variety. Blessed jellybeans act as a goodberry for whomever eats it. The magic of a blessed bag can only create 2d4 blessed jellybeans each day. The blessed jellybeans can be easily distinguished from normal every-flavor jellybeans by the faint, soothing glow about them. Blessed jellybeans always taste like berries, although the type of berry is still chosen at random. Blessed jellybeans remain for 24 hours if removed from the bag; then they vanish, just like normal every-flavor beans. (Basically, the bag can cast Goodberry on the jellybeans it is holding once per day at caster level 1.)

Every-flavor beans, cursed:

There is a 5% chance that a randomly discovered Bag of Every-flavor Beans is of the cursed variety. The magic of a cursed bag of every-flavor beans has become corrupted, and may cause various unfortunate effects on anyone that eats a bean from the bag. The default curse is 1d4 minutes of nausea, plus a –4 strength penalty for 2d6 minutes afterwards. DMs can roll on the cursed item Drawback table, or come up with some other humorous result. Regardless, the curses should not last more than 1d3 days (unless the DM decides that this particular bag of beans was intentionally created to curse people; in that case, all bets are off). Most cursed bags of every-flavor beans do not immediately appear cursed. Roll d100 whenever somebody eats a bean from the bag. On a fixed percentile (usually 5% ~ 15%), the bean that he eats is cursed.

Faint illusion; CL 1st; Craft Wondrous Item, prestidigitation, goodberry (for blessed bags); Price: 1000 gp (normal), 3500 gp (blessed), 300 gp (cursed).
 

Chalice of Healing
When this gold chalice is filled to the top with water or any other liquid, the chalice automatically rids it of all impurities (such as poison). When an individual drinks all of the water in the chalice they are automatically cured of 13 hit points worth of damage.

CL 7th; Craft Wondrous Item, Purify Food and Drink, Maximized Cure Light Wounds, Price 56,000
 

Chalice of Life
When this chalice is filled with water or any other liquid, the chalice imbues the liquid with positive energy. When the water is administered to the lips of a dead companion, they are restored to life as if resurrection had been cast upon them.

Strong Conjuration; CL 13th; Craft Wondrous Item, Resurrection, Price 282,000gp
 
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